>>721132586
>playable 3x3 field reduced 1x3 field; enemy gets the terrain players lost to mess around. Can't steal tiles, but can destroy the enemy's tiles to shrink the field.
>Geo has an automatic buster, that charges if you don't fire
>Geo has a shield on a hot key
>Geo has a toggle lock-on, that will lock onto enemies in your same column, or diagonally, allowing you to jump up in their face for sword/melee cards
>'Chips' are replaced with 'Cards'; chip code system is out entirely. When selecting cards during the custom screen, you're presented with a 3x2 grid of options drawn from your deck, and you can either select cards in the same COLUMN (Vertically), ROW (horizontally), or duplicate cards regardless of where they are. White cards are the equivalent of *-code chips, and can be selected whenever.
>Standard, Mega, and Giga Cards exist
>Still uses real-time combat, and the custom gauge system.
>Navi Cust replaced with point-buy passives, where you equip them based on score accumulated by acquiring 'Brother Bands'
>Brother bands are formed with NPCs over the course of the story, but can be acquired by forming bonds through multiplayer. You can get your bro's friend card during battle, and it will let you use their favourite battle cards, or inherit their game version's exclusive form.
>Also you can equip weapons to change the properties of the mega buster.
>Instead of the Cyberworld, you're jumping onto a floating orange path that exists above physical locations, or jumping up into 'Wave Road' that exists in space. Jack-in locations still exist, as in, you can go into a simple EM space where you'll find your blue mystery data, and some assortment of viruses
>wave road is far less populated than the net. Prior to SF3, civilians don't interact with it, and it's pretty much different flavours of Mr. Program expies ('Mr. Hertz')
off the top of my head desu